Playtest #6 fixes: summons placed by hand, boss pool stall, bounties, 联防 leak counter, distinct offers, 机变 card text, phone buy tap, skill triggers, blocking, push force, 孤立, enemies, element bar
- #1 #2 skill / device summons (赫默's drone, 巫恋's doll, 凯瑟琳's devices) are hand cards placed by the player; placed summons deploy once at battle start, then a skill summon re-appears at its tile on each cast (the user's call) - #3 叙拉古 隐匿 ends on time (32 + 0.4 × layers s); 忍冬 S3 迷彩 lasts until her next cast (official), kept apart from 隐匿 - #4 multi-round bounty cards last two battles (the user's call; MULTI_ROUND_BOUNTY_BATTLES), blue / red card text - #5 the shared boss pool's float dust (≈3.6e-12 HP) stalled Final Assault leaders at 0 %; < 1 HP now clears the pool, and the team LP reaching 0 first is a defeat (PRTS) - #6 #10 机变 cards show their official effect text; an invisible 详情 button no longer swallows the confirming tap on phones - #7 live ×N counter of a leaker's enemies still on the 联防 field (LP loss stays capped at 10) - #8 #15 #16 skill triggers per 技能策略: skill-range triggers, injured-ally heals (古米, 塞雷娅), tank take-damage triggers with a 3 s cooldown; 新约能天使 S2 shields the highest-aggro operator in range - #9 official per-enemy model scales (威龙) - #11 element bar under the unit's HP bar (white = 元素值 left, element-coloured refill after a burst), floor rounding - #12 枯朽战车 kit per PRTS; every ranged enemy reaches its target's 0.25 collider - #13 恐惧 wander (萨科塔之翼 at half HP, operator fears make enemies flee) with re-planning after pushes - #14 push / pull distance by 力度 − 重量 (PRTS table); #17 every blocker attacks what it blocks; ASPD floor 20 - #18 炎佑 is 孤立: no heals or ally buffs - #19 every free pick-one chess offer (promotion reward, 信标, 寻呼模块) shows different operators - DESIGN §20 and the normative lines, SIM / META / DATA / PLAYING updated; 2747 unit tests and all 27 browser suites green; dev recordings regenerated
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@@ -30,10 +30,14 @@
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// "立即流失N%当前生命" + hp_ratio ⇒ self HP loss at start (宴, 风丸); hp_ratio + "恢复/回复…生命" ⇒ self heal at start.
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// Passive skills only apply stat mods (for bb.duration s when the text says "N秒内": 宴) and the self/counter effects
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// above — their scales describe procs (bombs, sword rain, counters) that need a hand-authored kit.
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// force→onHit displacement (pull when the text says 拖拽 or for hookmasters, push otherwise; 0.5+0.5·force tiles).
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// force→onHit displacement with the official 力度 − 重量 rules (Battle.push / pullToFront): a pull "至面前" when the text says
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// 拖拽 or for hookmasters, else a push — along the unit's direction when the text says 朝部署方向 / 向前 / 身前方向 or for
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// 推击手 (directional), otherwise away from the unit (radial); a skill of constants.js PUSH_EFFECT_SKILLS (见行者 S1) pushes
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// by PRTS 推与拉's 特效 column.
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import { normalizeSkill } from '../simdata.js';
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import { sortEnemyTargets } from '../targeting.js';
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import { PUSH_EFFECT_SKILLS } from '../constants.js';
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const num = (v) => (typeof v === 'number' && Number.isFinite(v) ? v : (typeof v === 'string' && v !== '' && Number.isFinite(+v) ? +v : undefined));
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@@ -212,8 +216,10 @@ export function genericSkillSpec(sk, bb = sk?.bb ?? {}, def = null) {
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// ---- displacement
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const forceRaw = g('force');
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const hasForce = !passive && forceRaw !== undefined;
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const force = Math.max(0, forceRaw ?? 0);
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const force = forceRaw ?? 0; // 力度 (微小力 −1 … 特大力 5)
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const pull = /拖拽/.test(desc) || (!/推开|击退/.test(desc) && def && def.subProf === 'hookmaster');
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const directional = !pull && (/朝部署方向|向前|身前方向/.test(desc) || (def && def.subProf === 'pusher'));
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const effectPush = PUSH_EFFECT_SKILLS.has(sk.id);
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const hitElement = element && !counterText;
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const healAlly = (battle, unit) => {
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@@ -223,7 +229,7 @@ export function genericSkillSpec(sk, bb = sk?.bb ?? {}, def = null) {
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}
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let best = null;
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for (const a of battle.injuredAlliesInKeys(unit.rangeKeys, unit)) if (!(allyHealOthersOnly && a === unit)) { best = a; break; }
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if (!best) best = battle.alliesInRadius(unit.x, unit.y, 1.5, null).filter((a) => a.hp < a.s.maxHp && !(allyHealOthersOnly && a === unit)).sort((a, b) => a.hpRatio - b.hpRatio)[0] ?? null;
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if (!best) best = battle.alliesInRadius(unit.x, unit.y, 1.5, null).filter((a) => a.hp < a.s.maxHp && !(allyHealOthersOnly && a === unit) && (a === unit || !(a.s.flags.noHeal || a.profile?.noHeal))).sort((a, b) => a.hpRatio - b.hpRatio)[0] ?? null;
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if (best) battle.heal(unit, best, unit.s.atk * allyHealScale);
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};
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const onHit = hitStatuses.length || hasForce || hitElement || allyHeal
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@@ -235,11 +241,9 @@ export function genericSkillSpec(sk, bb = sk?.bb ?? {}, def = null) {
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for (const s of hitStatuses) ctx.battle.applyStatus(ctx.target, s.key, { duration: s.duration, source: ctx.unit });
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}
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if (hasForce && ctx.target.alive && ctx.target.side === 'enemy') {
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const dx = ctx.target.x - ctx.unit.x, dy = ctx.target.y - ctx.unit.y;
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const len = Math.hypot(dx, dy) || 1;
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const dir = pull ? { x: -dx / len, y: -dy / len } : { x: dx / len, y: dy / len };
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const dist = pull ? Math.max(0, Math.min(len - 0.6, 0.5 + 0.5 * force)) : 0.5 + 0.5 * force;
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if (dist > 0) ctx.battle.displace(ctx.target, dir, dist, { force: force + 1 });
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const u = ctx.unit;
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if (pull) ctx.battle.pullToFront(ctx.target, u, force);
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else ctx.battle.push(ctx.target, force, { from: u, dir: directional && u.fwd ? { x: u.fwd[1], y: u.fwd[0] } : null, effect: effectPush });
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}
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}
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: null;
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